izaktaylor Posted January 20, 2014 Share Posted January 20, 2014 (edited) In using the search feature I've seen this question posted elsewhere without a clear answer. I'm looking to make my own greenhouse with the creation kit using Hearthfire DLC. I can load Hearthfire, but I can't find what to look for or how to make plant plots where ingredients can be planted then harvested. Thank you. Edited January 20, 2014 by izaktaylor Link to comment Share on other sites More sharing options...
Xander9009 Posted January 27, 2014 Share Posted January 27, 2014 The plant plots are activators with scripts. You should just need to select one whole plot from one of the houses and copy/paste the whole thing. Link to comment Share on other sites More sharing options...
izaktaylor Posted January 27, 2014 Author Share Posted January 27, 2014 Thank you for the information Xander. I'll have to poke through the creation kit to locate the component. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted January 27, 2014 Share Posted January 27, 2014 It would be easier just to follow this tutorial: http://www.creationkit.com/Creating_a_Planter Link to comment Share on other sites More sharing options...
izaktaylor Posted January 28, 2014 Author Share Posted January 28, 2014 Thank you. I did some searching on that wiki but I guess I was using the wrong criteria. Thanks again! Link to comment Share on other sites More sharing options...
Deleted31005User Posted January 31, 2014 Share Posted January 31, 2014 (edited) One 'Utility' cell can serve your entire mod of multiple cell locationsThis is from that link Ghaunadaur provided, just make sure that new cell never respawns, when I create new planter NPCS I place them in the BYOHUnilityCell just for that reason because if its in a cell that respawns then basically all your plants will grow and sit there but after 40 days they all reset again, you really don't want that happening.Also make sure you give your planter NPCS unique names so that no other mod can ever have the exact same name because that will cause incompatibility. Edited January 31, 2014 by Guest Link to comment Share on other sites More sharing options...
Xander9009 Posted January 31, 2014 Share Posted January 31, 2014 Out of curiosity (I wasn't aware planters used anything outside of the soil) in order to make multiple ones, would it be possible to simple create one fully functional planter in your utility cell, select all three components, and then copy/paste and end up with multiple functional planters? Link to comment Share on other sites More sharing options...
ilikecheese1337 Posted January 31, 2014 Share Posted January 31, 2014 Sure, but make sure that the planter you're going to copy+paste is definitely functional first. Nothing like spending half an hour pasting activator combos only to find that the original was broken. Link to comment Share on other sites More sharing options...
NexBeth Posted May 29, 2015 Share Posted May 29, 2015 Sorry for raising up an old topic but its relevant to what I need. I'm just getting started learning about the "farming" aspect in the CK. I was surprised to learn (and saw in the ck) utility cells with NPCS (I believe linked with the soil plots? ) Its confusing to me. Can someone explain the concept a bit? I did look at the link provided in this topic and will work around with it. Link to comment Share on other sites More sharing options...
Xander9009 Posted May 29, 2015 Share Posted May 29, 2015 The basic idea is that there is a certain script that runs on the NPCs. The utility cell is a there to provide a way around the cell reset. The NPC is because the functions used only work on NPCs. It's basically just a convenient way to make them work with what we have available. This is off the top of my head. It's been awhile since I messed with it. Maybe someone who remembers it better can be of more help. Link to comment Share on other sites More sharing options...
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